/// <summary> /// Event handler for when the Quit Game menu entry is selected. /// </summary> void QuitGameMenuEntrySelected(object sender, PlayerIndexEventArgs e) { const string message = "Are you sure you want to quit the game?"; MessageBoxScreen confirmQuitMessageBox = new MessageBoxScreen(message); confirmQuitMessageBox.Accepted += ConfirmQuitMessageBoxAccepted; ScreenManager.AddScreen(confirmQuitMessageBox, ControllingPlayer); }
void RunGame(PlayerIndexEventArgs e, int totalPlayers) { int[] playerLives = new int[totalPlayers]; for (int i = 0; i < totalPlayers; i++) playerLives[i] = -1; int[] playerScores = new int[totalPlayers]; for (int i = 0; i < totalPlayers; i++) playerScores[i] = 0; Sprite_Elements.Weapon[][] playerWeapons = new Sprite_Elements.Weapon[totalPlayers][]; LoadingScreen.Load(ScreenManager, true, e.PlayerIndex, new GameplayScreen(3, totalPlayers, playerLives, playerScores, playerWeapons)); }
/// <summary> /// Event handler for when the user selects ok on the "are you sure /// you want to quit" message box. This uses the loading screen to /// transition from the game back to the main menu screen. /// </summary> void ConfirmQuitMessageBoxAccepted(object sender, PlayerIndexEventArgs e) { LoadingScreen.Load(ScreenManager, false, null, new BackgroundScreen(), new MainMenuScreen()); }
/// <summary> /// Helper overload makes it easy to use OnCancel as a MenuEntry event handler. /// </summary> protected void OnCancel(object sender, PlayerIndexEventArgs e) { OnCancel(e.PlayerIndex); }
void PlayGameMenuEntrySelected2(object sender, PlayerIndexEventArgs e) { //set up defaults for level session information int totalPlayers = 2; RunGame(e, totalPlayers); }
/// <summary> /// Event handler for when the user selects ok on the "are you sure /// you want to exit" message box. /// </summary> void ConfirmExitMessageBoxAccepted(object sender, PlayerIndexEventArgs e) { ScreenManager.Game.Exit(); }